Manga, Anime and Visual Art Culture
Manga, Anime and Visual Art Culture
复制标题
漫画、动漫和视觉艺术文化
DOI:
10.1017/ccol9780521880473.014
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发表时间:
2009
期刊:
影响因子:
--
通讯作者:
Craig Norris
中科院分区:
文献类型:
--
作者:
Craig Norris
Manga and anime are at the centre of significant innovations and cultural
debates in Japan.While manga and anime are not identical fields – manga can
be loosely defined as Japanese comic books, while anime encompasses the
breadth of Japanese animation – they have become synonymous with a distinct
Japanese contemporary visual culture and aesthetic in the eyes of many
media and culture scholars and commentators around the world.While this
chapter will refer to both mediums interchangeably to reflect their mutual
contribution to Japan’s contemporary visual culture, it is important to distinguish
between them and acknowledge their differences as well as their
similarities. Many consider manga to be the origin: the creative vitality
that spawned anime, and later video games and merchandising spin-offs. In
many cases manga defined the template for the key genres – shōjo, shōnen,
gekiga, and so on (see Table 13.1) – which have come to dominate the
wider popular culture of Japan today. However, while manga established
the roots of this style during the postwar period, it was through anime
that a broader global audience became aware of a distinctive Japanese visual
culture. Japan’s anime industry is large and continues to grow overseas. The
scale of the industry varies according to how one defines anime’s breadth;
for instance revenue earned from film, game and merchandise agreements
alone has been estimated at more than ¥20 billion per year.1 However, at its
core anime consists of three major forms: (1) feature-length films; (2) TV
shows; and (3) video and DVD versions of anime shown on film and TV,
and produced only for video and DVD formats.